shawnnorbert Posted February 2, 2015 Share Posted February 2, 2015 Whats up folks, I was hoping someone could shed some light on something for me. Im using and hdri image and a light dome. But im getting double shadows and I cannot figure out why. In the attached image I have a kitchen, there is sun light coming through the window, (the son is directly aligned with the sun of the hdri) and im getting shadows in that direction, but im also getting a second set of shadows that don't correspond to the direction of the sunlight. I only have the domelight with the hdri and my sun light lighting the scene,.. I was hoping someone could help me make sense of this. I double checked to make sure I don't have any more lights in the scene, I also double checked to make sure that my sun was still aligned with my hdri. For the life of me I cant figure out where that other shadow is coming from. Link to comment Share on other sites More sharing options...
shawnnorbert Posted February 2, 2015 Author Share Posted February 2, 2015 Ok so I figured out the problem I just need to know how to fix it. So it it turns out that, in the "vrayHDRI" when I assign a map and choose " spherical" as a mapping type, it offsets my HDRI about 97 degrees. is this a glitch has anyone had any issues with this? In addition to offsetting the HDRI in the viewport, it also offsets it in the render so that if I swing the camera around in the viewport to see the sun, and then render, the render is a totally different view,.. the render has the hdri oriented to a different degree. now that would not be an issue if I could wire parameter the sun to the 3ds max standed mapping type, and just link the z rotation to the u offset of the standard mapping type but theres no option for that in the when I try to set up the wireparamenters, only a textures section that is the " spherical mapping" type Link to comment Share on other sites More sharing options...
siddharthkolte Posted February 2, 2015 Share Posted February 2, 2015 Try this paramWire.connect vr_sunCtrl.rotation.controller[#Z_Rotation] vr_HDRI[#horizontalRotation] "-Z_Rotation" vr_sunCtrl is a Circle(Spline) vr_HDRI is the Vray_HDRI Map applied under the domeLight. Link to comment Share on other sites More sharing options...
shawnnorbert Posted February 2, 2015 Author Share Posted February 2, 2015 ok so for anyone having a similar issue, this is how you fix it put vrayhdri in mat slot, then instance into the environment, after that instance ( from the environment) to your domelight, then when you wire parameter make it so that the vrayhdri spinner controls the rotaion of the domelight ( not the other way around as I was told on numerous tutorials) after that link your sun and its target to your dome. that's it . Link to comment Share on other sites More sharing options...
shawnnorbert Posted February 2, 2015 Author Share Posted February 2, 2015 I forgot to mention, you have to uncheck " lock to dome orientation, that seemed to be the major player in the issue. Link to comment Share on other sites More sharing options...
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